Tsuko (NA)
: Why should players have to pay to get achievements?
Well, LoL came before DotA 2. It was copied from the Warcraft mod (DotA). Not necessarily disagreeing with your post, but had to drop a quick fact-check.
: It’s iffy for me... I have the money to buy them so I do, because I know I’ll play enough to earn what I want. But I also know that not everyone wants to spend $15 on an event pass that could easily be a free event. The only upside to the event pass that I think is truly a positive to buying it is the ability to earn those 25 prestige points, but even then, Prestige is a very large cash grab. I don’t know how to feel about them. I just wish Riot would realize that a lot of people play this game because it’s free and they don’t have the money or want to spend it on shit like that, which is 100% understandable. Events should realistically be free and the rewards should be obtainable by everyone within REALISTIC means. Not everyone can sit and play for 12 hours a day.
One of the parts about the passes that I think is dumb is that you have to pay, then grind to get anything good. I think it should be an either/or situation. The people who have time should be able to grind without paying, and the people who have the money should be able to pay without grinding. Making people do both is absurd. I guess I'm just hoping that the entire future of league's events isn't only these passes. Hopefully they will have normal events like Halloween and Christmas(+more) events that are free with a new/returning game mode that people can enjoy without paying. I don't mind if the small events have paid passes, but I don't want to have all of them, especially the big ones be only for people who can pay and grind.
Rioter Comments
: I would love to see her E get reworked.
TBH it might actually be a buff to Annie if they took they shield off completely and just made it a passive stack. That way they could remove the mana cost and reduce the CD. For real though, they should give her a new E.
: Riot please let me choose the house again i misclicked.
How do you misclick it? After you click the button, it gives you a popup that you have to press accept on, so you would have to misclick 2 times in a row.
Rioter Comments
Rioter Comments
: Please rework your CC
> I will happily take an item where it converts all CC into slow. Holy cow, that would be busted. You would just build that against: {{champion:412}} {{champion:111}} {{champion:72}} {{champion:12}} and they could do literally nothing (assuming they were building tank). Maybe you could have it convert a portion of the CC to slow, but if it just converted all cc into a slow it would be impossible to hard CC you. It would probably make {{champion:11}} the most broken champion in the game.
Ackelope (NA)
: annie passive is good, but the problem is it does nothing without the rest of her kit to work around it. Any passives that have effects based around champion abilities are kinda automatically disqualified from this list, since actual active abilities are discounted, unless the OP decides for some specific case exceptions.
It doesn't work specifically with Annie's kit at all. It would work the exact same on every other kit. You would just make it work on only damaging abilities just like it works on Annie.
: Okay, can you explain why removing unit collision during ult will make him broken? It's not a buff, it's called a 'quality of life' change. No, honestly, give me a valid reason. I don't want to hear shit like "this champ press q and do 1000 true dmg every auto just cc him haha xddd"
I don't think this will make Master Yi any more busted than he already is, but this is undoubtedly a buff, not a QoL change. An example of a quality of life change would be making twisted Fate's E not get consumed by AA'ing a turret. Adding a feature to a champion's ability that will make them stronger is, by definition, a buff.
: Why do people still consider Sylas' kit overblown. Like, the recent nerfs the last two patches fucking decapitated his legs. Meanwhile Aatrox ever since the sustain nerf + dash nerf hasn't had any lasting changes on the PBE for several patches (longer than Akali and Irelia's).
I think the point here is not that Sylas is OP, but that his kit is overloaded. Just a quick rundown of what his kit has: P: aoe damage resetting per ability Q: ranged aoe damage + slow, W short range point and click dash + damage + heal + AA reset, E: dash + shield; Hook + stun/knock up + damage, R: can literally be any ult in the game, while late game he can literally use multiple ults in one teamfight. This kit clearly has way too much stuff on it.
Slade25 (NA)
: Solid post. I will say as a biased toplaner, you can get tower dove by level 3 if you're playing against a jugg or tank, and if the enemy team has a hecarim/warwick/volibear jungle, they run in at mach7 (you could have river perfectly warded and sometimes it doesn't matter with predator champs) and throw you into Darius' big fat pull and you're screwed. Not an excuse to flame your jungler at all, but still feels like garbage. When it comes to "blaming the jungler" there are two scenarios that piss me off at a jungler. 1)When I'm playing a snowball lane (I main Jax and we all know what happens when he gets going), and I set up a freeze outside of my tower for 5+ minutes and my jungle never comes, despite my pings and requests for a gank. 2) When a jungler goes in at a bad time (whether it not there or too low to go in), I ping danger like 7 times, they go in anyways and then die. That crap feels miserable.
One thing that really bothers me from junglers is when my jungler refuses to gank despite countless opportunities, and when he does show up, I'm not even in lane. He proceeds to try and 1v1 the solo laner who is 2 levels up on him, and hands him a kill. Thanks bro, some junglers do utilize their ability to run it down every lane in the same game.
: > [{quoted}](name=XYGSYS,realm=NA,application-id=3ErqAdtq,discussion-id=kEU7ibrl,comment-id=,timestamp=2019-02-19T00:10:43.867+0000) > 3. Don't keep pushing in: as a jungler it is much easier to gank a lane that is shoved into your tower. So if you notice you are being camped, do not push the wave unless there is a particular reason to do so. I am constantly bamboozled when I have a losing lane that just shoves for the whole laning phase. I have to wonder if these people understand that towers = safety in most cases, and that they are voluntarily moving away from safety when they are already behind. Most players are idiots. It's so fuckin easy to avoid shoving and exposing yourself. When I don't feel like dealing with the enemy jungler and mid laner's bullshit, all I do is last hit. That is, I don't hit minions until they are near dead. 95% of players will automatically shove you in when you play like this against them and you end up playing your entire lane phase under the safety of your own tower. You can even do this with Tiamat. Although Tiamat will inevitable shove, you will end up building a huge wave which will protect you from aggression. You can even win 2v1s with a massive pushing wave. I recently won a game doing this in an unfavorable match up. I was Fiora against and Urgot. A match up I know from experience that I cannot win. So all I did was last hit most of the lane phase. What happened is that this Urgot was permanently shove up which resulted in me winning the lane when my jungler finally showed up. The interesting thing is that my jungler visited quite late. My lane was ignored most of the early game. This wasn't a problem because Urgot will always be at my tower so whenever my jungler decided it was right, he can be sure there's a good gank ready and waiting for him. No jungler would ever completely ignore a lane that's constantly pushed. He might come late but he will come or even very late, but he will come at some point. Just make sure the lane is always ready to be ganked.
I love it when I am playing top lane, and the enemy laner stomps me in trades, but instead of letting the wave freeze and punishing me for stepping up to CS, they just mindlessly shove so I can farm safe under tower. At that point I can legitimately never leave tower and wait for them to push it into me.
: sorry but i for real. not flaming. think you need to go and check your eyes...
I haven't got new glasses in a while, so maybe that's it XD.
Rioter Comments
: Can we corale mages out of the support position
You forgot {{champion:161}} and{{champion:143}}
JuiceBoxP (EUNE)
: All your points stand. However, I've had games where in bot i was sitting under the turret for the entire laning phase and my enemies sitting with 30 % hp just outside our turret and the jungler just needs to give them a small wiff and he doesn't come. He comes to clear the bot side jungle, does krugs, goes through bot's tribush and just doesn't gank. Free double kill and he is not hitting bot. There are some TERRIBLE junglers out there.
I totally agree, junglers are at fault just as much as laners, but my point was that blaming your jungler isn't going to help you survive getting camped. I have had moments where I was in a fight over scuttle crab and I pinged for help because I knew it would be a close battle. 15 seconds, and 8 pings later, I have to blow my flash because top lane didn't roam down to help. There was no reason they shouldn't have roamed, there wasn't a giant wave on their tower, the enemy top was in base, so they wouldn't follow. I know there are oblivious junglers, but sometimes laners are just as oblivious.
: I also had games where I had the enemy junglers gank 5+ times. My junglers ganking not even once. he ganked bit lane and bot lane kept losing. and he got no drakes. and I died once but out of all my team, I was the only winning lane. And still killed enemy lane twice. But couldn't push the advantage due to the camp. Sorry but sometimes your junger is just r%%%%%ed. And you get to play 1v2, it feels quite awful seeing that incompetence. Like if the lane the jungle was focused one was winning. Or If he took objectives or if he tracked the enemy jungler to know when I can go aggro or not But nop, just camping a losing lane and doing nothing or dying to the enemy. yes, sometimes your jungler is r%%%%%ed. Which is why I quit top lane. It's more easy to roam out of kid in case your jungler is missing a few neurons. and gank other lanes or kill the enemy in their jungle. than from top lane. But it's very very very frustrating to see you winning lane but getting stopped by the enemy jungler. While your jungler is banging himself on the head with the hammer.
I said that in many cases it is your jungler's fault that they aren't doing other stuff, my point there is for people who keep making the same mistakes over and over and blame it on their jungler. If you are camped and don't die consistently to it this post isn't directed towards you.
: Long post missed the mark entirely. Ive been camped in lanes where the enemy laner has the prority. I'd rather be camped in a lane i shoved then be camped in a lane that is pushed in my way, namely because my jungler tends to invade and die to the 2v1 every time without me being able to help him. Next point you made, Warding. Here is the problem with warding in a camped lane. The enemy jg is always clearing your red wards, placing a red ward for the enemy and punishing you for trying to clear it. Furthermore if they are an assassin they just build {{item:3147}} and are clearing your free wards as well. A camped lane is very oppressive and you are getting ganked from top and support even while shoved they are looking for dives once they lower you enough from the constant pressure. A lot of times they just choose a lane to sit in.
I guess my question is, were you dying to the ganks while they had you pushed in? My whole point in not shoving the lane is that the farther you push the more likely their ganks are to succeed. I have been camped while I've been pushed under tower constantly. It never works, unless they are already fed. So if you push up, and don't die to the ganks, I have no problem with that. My issue is when people are dying simply because they are too far pushed, and keep pushing. It also depends on the jungler. Some junglers don't need you to be very far from tower and some do. As for warding, it can be tough to keep it warded, but there is no excuse to not try. You can even, if you know it is safe, ward farther away from your lane where they are less likely to sweep so that you can see ganks coming. This is intended for the people who aren't even dropping their two base wards for their lane. On punishing you for clearing red wards, just don't try to clear them unless you know it is safe.
: Except for the time Hecarim decided to gank from behind your tower 2 times over. All points stand.
I did not say that getting camped was your fault in every case, just most of them. I'd say that is one of the cases where it isn't your fault.
: If you're getting camped, let them. Focus on being hard to get and make them waste their time trying to get you while they lose the initiative on the rest of the map.
Yep, that was what I was talking about in my point about warding. If you know the jungler is waiting for a gank opportunity try to keep them on the edge of thinking they are about to get the right opportunity. The longer they are standing there wasting time hoping to gank you, the less farm they are getting, and the more presure your jungler can have on the rest of the map because he knows where the enemy jg is.
Rioter Comments
: We gut entire champions kits, but for Yasuo..
I think the simplest thing they could do to make Yasuo better is to give him energy costs. Usually when there is a resource-less champion they give them longer cooldowns to balance it out, but it seems like they didn't think yasuo needed cooldowns. I think energy costs would keep him from just spamming his Q nonstop and dashing through entire minion waves. They could make his E's energy cost work like Kassadin's ult, such that it starts low and doubles every time he uses it in in rapid succession. That way if he uses his E to dash through an entire minion wave, he will not have full resources when he catches up to you.
: Can someone tell me why Malphite has never been a priority in terms of rework ?
I think the main problem with Malphite is that his ult is insanely powerful so the rest of his kit has to be pretty useless. I think it would be good if RIOT could find a way to tone down his ult to give him some more useful basic abilities. I would want them to keep his theme, and to focus building armor, but I think his ult just takes up too much of his power budget.
: She has dashes, skillshots, and is tough to learn.. According to much of League's community, having dashes, skillshots, and a high learning curve means you deserve to deal absurd amounts of damage along w/ having high CC, low cooldowns, abuse design oversights, and have good utility. This is why Aurelion Sol has max stun even in melee range and Azir has a knock-ups on his dash and doesn't have reduced soldier duration under turret.
She has ~~skillshots~~ --> One very fast traveling, very wide skillshot that is nearly impossible to miss.
: Alright time to revert the Nasus buff please
I think the worst thing about the buff is that it makes him more OP in low levels, while doing nothing to help why he struggles in high levels. I am not a Nasus main, but my guess is that in high level play the enemy team works together to shut him down, so the more stacking doesn't help him that much. Whereas that is a huge buff in low level play when the enemy team will give him time to hard farm. I feel like they found the worst possible buff to give him.
: please no on the lissandra level, her new passive sucks and pretty much ruined that champions laning since they nerfed her damage to.
I believe he meant Lissandra level, as in getting a completely new passive, not getting a passive similar to lissandra's.
Gilgayu (NA)
: > [{quoted}](name=onyxstrike,realm=NA,application-id=6kFXY1kR,discussion-id=V1EAGu9k,comment-id=000f000000130000,timestamp=2018-11-14T20:21:10.652+0000) > > I think CT champions wouldn't be too bad if more reasonable members of the design team would check his work. I appreciate that CT makes very creative ideas, but I just think he gets carried away and puts waaaaaaaaaaaaaaaaaaaaay too many effects on every ability. I think they just need someone to take CT's design and remove the extra effects that he seems to be shove into champion kits for no clear reason. After that they would probably be better. He made some of the most iconic champions known to us players Yasuo is definitely famous. Akali has a kit with countless outplay potential. Thresh doesn't even have a skill ceiling.... Kalista? No other adc rely on their support more than her... but with a good support, she can sure be powerful. All of his other champions(don't mention morde, I don't know what happened when CT designed him) are successful even just in term of their unique kit.
I'm not sure if I would call Yasuo famous or infamous, but that isn't the point. I agree that his champions are successful if you are looking only at how unique they are. But......not so much if you are looking for kits that aren't absurdly frustrating to play against, and aren't notoriously difficult to balance. I think a big mark of a poorly designed kit is: a weak champion that most people hate playing against. Again, I appreciate his creativity, but he does seem to go over the top with his designs, and I think they would be better if someone dialed them back a bit. For example, I think it would be good to remove the trap are Zoe's E leaves behind, and buff it elsewhere. I think it just removes part of the reward for dodging the initial skillshot. Remove the damage bubbles on Zoe's W. I mean, what do those have to do with stealing peoples spells? In my opinion part of the reason the champions he designs are so hard to balance is that they have so many tiny effects that adjusting them is hard because there is so much there.
: Why, though? Why do you guys let CT keep making champions when you know people hate dealing with his champion designs? At least sit him down and tell him to make something that isn't overloaded BEFORE he get's started, ffs!
I think CT champions wouldn't be too bad if more reasonable members of the design team would check his work. I appreciate that CT makes very creative ideas, but I just think he gets carried away and puts waaaaaaaaaaaaaaaaaaaaay too many effects on every ability. I think they just need someone to take CT's design and remove the extra effects that he seems to be shove into champion kits for no clear reason. After that they would probably be better.
: owning all champs is legit dumb anyway becuase climbing ranked u use about 10 15 and that still a lot u just need 20
Some people like to have a lot of champions to have fun in norms. The game isn't all about climbing ranks.
XYGSYS (NA)
: As a lover of Kpop, I feel like I have to give some suggestions. I can't think of any that sound super similar, but I will just suggest some of my favorite songs from my favorite groups. For each group I will try to suggest at least one song from each of their themes. 1. Pentagon- Like This, Naughty Boy, Can You Feel It, Shine, Beautiful, (half of the group did a cover of Justin Bieber's Sorry. It is pretty epic in my opinion.) 2. BlackPink- As if it's Your Last, Ddu Du Ddu Du 3. Monsta X- Spotlight, Stuck, Hero, Jealosy 4. Twice- Yes or Yes, Likey, Dance the Night Away (Twice is super cutesy and girly. Some people don't like it.) 5. Stray Kids- Voices, My Pace, Hellevator (Watch out, the group is loaded with rap talent.) 6. BTS- Fire, Dope, Mic Drop, Spring Day, I'm fine 7. 4 Minute- Hate, Crazy (Unfortunately, the group has disbanded. That doesn't change how good the songs are though.) 8. Big Bang- Loser, Bang Bang Bang, F**k It(I think that is a bad translation.), Let's Not Fall in Love, Sober 9. Seventeen- Very Nice, Thanks, Don't Wanna Cry I think that is plenty to start off with. I hope you enjoy it!
: So, I don't listen to much K-Pop. If I want something that sounds like K/DA, who should I look into?
As a lover of Kpop, I feel like I have to give some suggestions. I can't think of any that sound super similar, but I will just suggest some of my favorite songs from my favorite groups. For each group I will try to suggest at least one song from each of their themes. 1. Pentagon- Like This, Naughty Boy, Can You Feel It, Shine, Beautiful, (half of the group did a cover of Justin Bieber's Sorry. It is pretty epic in my opinion.) 2. BlackPink- As if it's Your Last, Ddu Du Ddu Du 3. Monsta X- Spotlight, Stuck, Hero, Jealosy 4. Twice- Yes or Yes, Likey, Dance the Night Away (Twice is super cutesy and girly. Some people don't like it.) 5. Stray Kids- Voices, My Pace, Hellevator (Watch out, the group is loaded with rap talent.) 6. BTS- Fire, Dope, Mic Drop, Spring Day, I'm fine 7. 4 Minute- Hate, Crazy (Unfortunately, the group has disbanded. That doesn't change how good the songs are though.) 8. Big Bang- Loser, Bang Bang Bang, F**k It(I think that is a bad translation.), Let's Not Fall in Love, Sober 9. Seventeen- Very Nice, Thanks, Don't Wanna Cry I think that is plenty to start off with. I hope you enjoy it!
iiGazeii (NA)
: My idea is that every champion would get a "crit" every third auto attack, but that crit wouldn't do any extra damage unless you've invested gold into crit items.
Just reread your comment. I don't know why I missed it.
iiGazeii (NA)
: I think it would have to work a bit like Hail of Blades; it would reset when you're out of combat. That way, you couldn't just queue it up and lie in wait. You'd have to engage with your enemy or farm it off nearby minions. Also, I don't really see a lot of assassin's building crit to begin with unless their Shaco or Rengar who depend on their autos to do damage. Assassins generally have a poor auto attack speed, so the amount of value they get from a crit is low, especially considering that the gold they are spending on a crit item could have been spent on an AD/AP item that would give them more damage AND scale their abilities.
I just brought it up because you said every champion would get the crit on every X AA's. If that was the case you wouldn't have to build crit to get some extra burst. But my idea to deal with it is the same as yours with the resetting out of combat.
iiGazeii (NA)
: It's an interesting idea, and I agree, removing as much RNG as possible from the game would be ideal. Maybe work it in that every single champion crits on the third auto (three hit passives seem to be Rito's thing), but every champion's crit damage starts at +0%. Crit items would increase the damage a critical strike grants, rather than the chance of getting one, and finished crit items could make it so that you crit more often or under certain conditions (e.g., against CC'd champions, champions above/below a certain health threshold, when every basic ability is on cooldown, etc.). This would accomplish the same thing that normal crits provide (extra DPS that is better on high-attack speed champs), but without RNG involved. It also wouldn't be front-loaded burst, since you'd need to stay in range of your target for a few attacks before getting the bonus.
This sounds like a decent idea. Assassins would just always go in when their crit was ready for extra burst, so that would require rebalancing assassins as well.
: How would you feel about % auto attack damage amplification as a replacement?
That seems reasonable to me. That would help keep it as something for autoattack focused champions, rather than AD assassins. I would not agree with %total AD, but %AA dmg seems good to me.
: well first, we have to redesign champions: Any champion with any mention of crit (even not at full dmg) has to be retexted/redesigned to make it fit. now we have to rework/remove all the crit items. now we have it! half the items gone. champions like yasuo and jhin cant fucking play the game any more.
I already said I know it is infeasible. The question is, if it could be done, is there a reason it would be worse.
Rioter Comments
: > [{quoted}](name=onyxstrike,realm=NA,application-id=3ErqAdtq,discussion-id=NdOYBF7n,comment-id=0002,timestamp=2018-10-31T06:33:47.773+0000) > > I think that putting too much of this stuff in could hurt balance. Do they balance them based on not being with their partner, or with their partner? If they balance them based on being with their partner they will be too weak without them. If they are balanced on not being with their partner they will be too powerful with them. I just think this would create issues with balance. It would just suck to be penalized for playing a champion you enjoy just because you don't have an ally who wants to play their partner. If the effects are going to be small enough it doesn't make much of a difference why even bother including them? I don't see any value they would add to the game to counterbalance the balance issues, but maybe other people would like it enough that my opinion on it is irrelevant. Well the beauty of it is, it doesn't need to be a huge effect that it breaks the balance, 10 more damage for vi when you're caitlyn trapped isn't really gonna change the result of a skirmish or teamfight. This lore connection can be achieved with the smallest of effects.
From my point of view if it is that small of a difference why even bother including it. I wouldn't have a problem with it, it just wouldn't add any value for me. But if it adds value for other people I wouldn't care if they added it.
: I think we need more mechanics like the xayah/raklan buffs.
I think that putting too much of this stuff in could hurt balance. Do they balance them based on not being with their partner, or with their partner? If they balance them based on being with their partner they will be too weak without them. If they are balanced on not being with their partner they will be too powerful with them. I just think this would create issues with balance. It would just suck to be penalized for playing a champion you enjoy just because you don't have an ally who wants to play their partner. If the effects are going to be small enough it doesn't make much of a difference why even bother including them? I don't see any value they would add to the game to counterbalance the balance issues, but maybe other people would like it enough that my opinion on it is irrelevant.
: For those who don't get it, in the first match between C9 and Afreeca Freecs, the blue buff killed an enemy that flashed over the wall near midlane.
> [{quoted}](name=musaabali,realm=NA,application-id=yrc23zHg,discussion-id=78nvsEXR,comment-id=0004,timestamp=2018-10-21T08:44:04.337+0000) > > For those who don't get it, in the first match between C9 and Afreeca Freecs, the blue buff killed an enemy that flashed over the wall near midlane. Second match.
koshkyra (NA)
: I really dont get whats so hard about playing against leblanc. She dashes directly at you, making her EXTREMELY vulnerable to return damage, unlike stuff like Zed/Talon/Fizz with the bullshit blinks, invis, untargetability, etc.
> She dashes directly at you, making her EXTREMELY vulnerable to return damage I am legitimately confused. Doesn't literally every single dash in the game travel in a straight line? I have never seen anybody else claiming that as counterplay to any other champion. Is that somehow a problem for leblanc and no other champion with a dash? I have never seen anyone talking about how Shen is super susceptible to return damage because he has to dash directly towards you to taunt you.
: All lanes should jungle, so they know how frustrating it is when laners advance and scare the enemy away before you're good to go. So often on naut... they advance, scare them and now the enemy is in a minion wave. I can't hook them now...
I often run into the opposite problem. A lot of the times I gank my laners won't move up at all. They sit way back and wait for me to start the gank to even start moving towards the enemy. So my ganks end up being 1v1's for a few seconds before my laner even gets in position to help. By that time the enemy has already made it to turret. There's obviously a happy middle of not going in too early and scaring them away, and not sitting so far back you literally can't contribute to the gank. (I generally ping on the way as I'm moving towards the lane then target ping the enemy as I'm about to go in. So the problem shouldn't be that my teammates don't know I'm coming.)
: > [{quoted}](name=Blåbæret,realm=EUW,application-id=3ErqAdtq,discussion-id=PwJfvG9e,comment-id=0006,timestamp=2018-10-01T13:47:14.748+0000) > > No assassin should have sustain. It's retarded. i dont have an issue with assassin with sustain, i have an issue when they have sustain they dont need for example..{{champion:76}} and {{champion:107}} are both assassins with sustain {{champion:555}} is an example of "sustain" they may or may not be needed.. but is CERTAINLY badly implemented. as there is literally no time limit to when he can regain his grey health at no cost this is an example of sustain implemented BADLY. another example of bad sustain in the opposite direction is {{champion:421}} who used to have a very well implemented sustain system... but now has a sustain system that doesn't do jack shit. {{champion:76}} has great sustain.. but that sustain is VERY mana heavy costing the same as {{champion:99}} E by rank 3 and surpassing Luxanna's E costs by rank 4. having "sustain" isn't an issue because "its on an assassin" its an "issue" when its is unneeded and/or implemented badly
I would not say Rengar has sustain. His W only heals him for part of the damage he has taken in the last few seconds, so I would consider it more like damage mitigation. His W is only useful for healing in a longer (not poke) fight. So if he is getting poked he has no way to replenish that health.
Ralanr (NA)
: Idk how reliable her E really is honestly. Because of the jump back I’ve always had to basically be in Melee range to land it.
How does the jump back effect your ability to hit it at all? It flies the same distance the indicator shows, and it is not super short range. I have not seen any enemy Akali having issues landing it at max range. Is it possible the issue is with your aim, not the ability? I'm not trying to be rude. I just don't see how landing her E is any different from every other skillshot.
: Idk I still don't think hopping over one wall would be enough for him to escape, especially compared to other assassins.
I don't see why not. It would still be on a pretty short cooldown, he would just have to wait a little bit before jumping again. Say it is 4 seconds. If Talon jumps a wall to escape an enemy has less than 4 seconds after he jumps the wall to kill him before he jumps again. I think that sounds fair, but you are welcome to disagree with me. I would say that comparing champions to other champions of the same role is dumb outside of general strength. Each champion should be balanced based on their kit specifically. We shouldn't say that just because one champion in a role has an aspect weaker than most champions in that role there is a problem. That is part of champions being unique. Some assassins will be stronger in some areas than another assassins. I think RIOT would be putting massive shackles on their balance if they tried to have every champion in the same role have the same strengths.
: I agree. Talons would wall hop to kill someone.. However, Talon's E already has a massive 145 second cooldown at rank 3 or 4 iirc, so he can only go over 1 terrain every 2 and a half minutes w/o any cdr. He can't hop over the wall and kill and hop over the same wall again. The terrain cooldown is placed so that his E isn't overpowered. If you chase that talon in the same path again, then he dies. If you don't know that, then you shouldn't be making this forum in the first place.
I know exactly how his E works. As the person against Talon I have no idea which walls he has on cooldown, so I don't know where to chase him. Also, I would assume a smart Talon would not jump every wall along his path so that he has an open escape route. Having the ability to jump the same wall twice in a row would not bother me. My issue is just with him being able to jump ten times in rapid succession while he is running just means there is no chance of catching him. In most scenarios being able to just jump one wall after an assassination will be enough to let him escape. I don't see why he should get 10+.
: Look, the point of Talon, the way Talon is made, is to take a kill and escape. E is not problematic as it doesn't guarantee his safety. If you are going to take away his only mobility/escape tool besides Ultimate, which he uses for 1v1s, skirmishes, and teamfights. By nerfing E, a talon would be compel him to save his ultimate for escaping. Talon has already been nerfed many times within the given month. Talon's W(Rake)'s damage is already nerfed by 45 damage if I remember correctly, and cripples his wave clear (the one that he had lol). He also received damage nerfs with the recent rune changes. Nerfing Talon again by crippling his mobility during combat would destroy Talon as a champion and would remove the uniqueness of him. I do not agree with your demands.
You apparently misunderstood me. I was in no way making demands. I was trying to see if other people agree with me on a particular part of Talon's kit being annoying to play against. I was also trying to see if people thought my idea of how to fix the thing that I have an issue with would work. Also, the change I proposed would not remove it as an escape from a teamfight, in fact I have no problem with him being able to use it to escape a teamfight. My frustration comes from the fact that it makes it so hard to catch him out and kill him when he is separated from his team. There have been numerous times I have nearly killed him, but failed to because I couldn't kill him before he reached a wall. At that point I can't flash to follow and finish him off because he will just hop the next wall. With most other champions I have a chance to catch them after they jump away, whereas Talon just jumps again. I just want enough of a window where someone attempting to kill him can flash or jump over the wall, and have some time to deal more damage before he jumps the next wall. I would not have any issues with some buffs along with it to help it out as a teamfight escape.
Frink202 (EUW)
: If that change would be made, talon would feel like dogshit. I mean, yes, his damage is BONKERS/10 and would stay like that after this nerf. But imagine i jump the enemy janna, who is walking around alone minding her warding business, she manages to survive my initial burst with a bit of hp left and flashes a wall. Great, that in combat cooldown now prevents me from snacking that girl, it´d just feel terrible.
You misunderstood what the nerf would do. It would not mean you couldn't wall hop in combat. It would mean if you used your wall-hop in combat it would have an increased cooldown. So in that scenario you would just wall hop to follow and kill her.
Fegone (NA)
: I think it's fine. If you look at other assassins, most get 3 abilities plus an ult to deal damage. Talon only has 2 to do his job (plus ult) . Even Zed , his shadow , which he can use as an escape, can also be used to deal damage, because it also shoots a shuriken. So no, if you nerf him, he will be unplayable, because then he's way inferior to other assassins. the cooldown on walls/structures is already pretty high, so he cannot jump the same wall twice.
He would obviously get buffs to compensate for the nerf. Talon's passive also does a ton of damage, so in that sense he has 3.
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XYGSYS

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